peteletroll Posted January 18, 2019 Author Share Posted January 18, 2019 Testing DockRotate/Klaw interactions with a recovery mission to the Mun: Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted January 18, 2019 Share Posted January 18, 2019 On 1/18/2019 at 1:18 PM, peteletroll said: Testing DockRotate/Klaw interactions with a recovery mission to the Mun: Expand Nice! But how the kraken did someone get an LES to the Mun? Quote Link to comment Share on other sites More sharing options...
peteletroll Posted January 18, 2019 Author Share Posted January 18, 2019 New release! Robotic arms with Advanced Grabbing Units work much better now. @G_Creature, this should solve the problem you had with your gantry. Quote Link to comment Share on other sites More sharing options...
G_Creature Posted January 22, 2019 Share Posted January 22, 2019 On 1/18/2019 at 4:59 PM, peteletroll said: New release! Robotic arms with Advanced Grabbing Units work much better now. @G_Creature, this should solve the problem you had with your gantry. Expand Thank you, I'll test it as soon as I am able. Quote Link to comment Share on other sites More sharing options...
peteletroll Posted January 23, 2019 Author Share Posted January 23, 2019 Finally understanding the whole MonoBehaviour/GameObject thing. Yay refactoring! Quote Link to comment Share on other sites More sharing options...
peteletroll Posted January 30, 2019 Author Share Posted January 30, 2019 I'm adding a new feature: it's called "Flip Flop Reverse" now, but I'm open to suggestions for better names. When activated on a rotating part, it will toggle the "Reverse Rotation" flag after every rotation command. It can be used for deployable/retractable vessel parts: if you configure an action group for deploy and set the flip flop flag, using the same action group a second time will perform the same motion in reverse. As an example, if you configure action group 1 on a VTOL to rotate engine nacelles from takeoff to flight configuration, and enable the flip flop mode on the rotating joints, hitting 1 again will put the nacelles back to takeoff configuration, ready to repeat the cycle. Quote Link to comment Share on other sites More sharing options...
peteletroll Posted February 10, 2019 Author Share Posted February 10, 2019 New release! I added flip-flop mode, as described in previous post. The internals changed a lot: now the code is hopefully more robust and mantainable. Nothing should change from the user point of view. Quote Link to comment Share on other sites More sharing options...
Dash8466 Posted February 12, 2019 Share Posted February 12, 2019 Is this mod in any way useful to electric aircraft? for example: does the part rotate enough to create enough force to accelerate it above 200 m/s? Quote Link to comment Share on other sites More sharing options...
peteletroll Posted February 12, 2019 Author Share Posted February 12, 2019 On 2/12/2019 at 6:43 PM, Dash8466 said: does the part rotate enough to create enough force to accelerate it above 200 m/s? Expand Top speed is 8 revolutions per second. 200 m/s is going to be hard to reach. Quote Link to comment Share on other sites More sharing options...
Dash8466 Posted February 12, 2019 Share Posted February 12, 2019 On 2/12/2019 at 9:28 PM, peteletroll said: Top speed is 8 revolutions per second. 200 m/s is going to be hard to reach. Expand Is there any way you could speed this up? Quote Link to comment Share on other sites More sharing options...
peteletroll Posted February 12, 2019 Author Share Posted February 12, 2019 On 2/12/2019 at 10:27 PM, Dash8466 said: Is there any way you could speed this up? Expand By daisy chaining. But I never tried. Quote Link to comment Share on other sites More sharing options...
Dash8466 Posted February 12, 2019 Share Posted February 12, 2019 On 2/12/2019 at 10:31 PM, peteletroll said: By daisy chaining. But I never tried. Expand ohh that is a good one, should I just try 3 then? Quote Link to comment Share on other sites More sharing options...
peteletroll Posted February 12, 2019 Author Share Posted February 12, 2019 A good start! I'd recommend two counter rotating propellers with some sort of variable pitch. Quote Link to comment Share on other sites More sharing options...
Dash8466 Posted February 12, 2019 Share Posted February 12, 2019 On 2/12/2019 at 10:38 PM, peteletroll said: A good start! I'd recommend two counter rotating propellers with some sort of variable pitch. Expand Oh im already doing that with normal stock props, about 10-15 small reaction wheels each. But if you wanna have as much force as that with this mod you should chain 2 or 3 together Quote Link to comment Share on other sites More sharing options...
RW-1 Posted February 14, 2019 Share Posted February 14, 2019 Having an issue on a reinstall, put in latest DR, after docking my science lab to my station, I enable rotation, for this example it shows a -150 degree angle on my clamp o tron. Hitting rotate to snap the numbers change, and the module is rotating, but after the "movement" is complete it reverts back to the -150 angle shown. Quote Link to comment Share on other sites More sharing options...
peteletroll Posted February 14, 2019 Author Share Posted February 14, 2019 @RW-1, I definitely need more information. Does the previous version of DockRotate have the same bug? Could you share your savefile? Quote Link to comment Share on other sites More sharing options...
RW-1 Posted February 15, 2019 Share Posted February 15, 2019 On 2/14/2019 at 9:53 PM, peteletroll said: @RW-1, I definitely need more information. Does the previous version of DockRotate have the same bug? Could you share your savefile? Expand Hi, sorry for the delay ... Yes, I believe the previous version had it, though unfortunately I couldn't tell you what it was, I hadn't updates the mod in a while, may have been in the 1.3 or 14. range. Here is my persistent file (was that correct?) https://drive.google.com/open?id=1_QwnHJGbxHhHMmBe2rsrF2MP9bC422RH Quote Link to comment Share on other sites More sharing options...
peteletroll Posted February 16, 2019 Author Share Posted February 16, 2019 @RW-1, you have some ports with Smart Autostruts disabled. It's usually enabled by default. I was able to reproduce your problem on your Mun station (most of your career didn't load because of missing parts), and I fixed it by enabling Smart Autostruts on both sides of the rotating joint. Let me know if this works for you too. Quote Link to comment Share on other sites More sharing options...
peteletroll Posted February 16, 2019 Author Share Posted February 16, 2019 New release! This fixes a problem @RW-1 reported. Please upgrade! Quote Link to comment Share on other sites More sharing options...
peteletroll Posted February 17, 2019 Author Share Posted February 17, 2019 (edited) Just to show off: this is driven by a single action group. (download craft) Edited February 17, 2019 by peteletroll added craft download Quote Link to comment Share on other sites More sharing options...
RW-1 Posted February 17, 2019 Share Posted February 17, 2019 (edited) On 2/16/2019 at 4:38 PM, peteletroll said: @RW-1, you have some ports with Smart Autostruts disabled. It's usually enabled by default. I was able to reproduce your problem on your Mun station (most of your career didn't load because of missing parts), and I fixed it by enabling Smart Autostruts on both sides of the rotating joint. Let me know if this works for you too. Expand Hi, First off, thanks! This mod is indispensable, if JSP were like google, they would bake it in (but maybe pay you to do so ... ) To my knowledge I didnt know I had smart autostruts on for anything. I knew though that you would figure out what was going on though. Will install the new release, but also check your fix by enabling on both sides in my current loadout. (loading as I type) PS, most of that career didn't load, because earlier in the week I removed missing history mod or upgraded and it broke a few things, I had to rebuild my Station II which I felt would be easier to do that troubleshooting that issue down, it was when I was trying to align modules I ran into the reported issue. It was sad, I had that loadout since 1.5.1, but a fresh start isn't all bad ... Yes, I could reproduce, now testing with the new release... Ahh, so sweet to have it back! you're the best ... Many thanks! Edited February 17, 2019 by RW-1 Quote Link to comment Share on other sites More sharing options...
Space Scumbag Posted February 17, 2019 Share Posted February 17, 2019 Oh god, oh god. This is exactly what I was looking for. Thanks for the mod! Quote Link to comment Share on other sites More sharing options...
peteletroll Posted February 20, 2019 Author Share Posted February 20, 2019 Coming soon: working PAW rotation buttons in VAB. Quote Link to comment Share on other sites More sharing options...
Rich T Posted February 21, 2019 Share Posted February 21, 2019 You're on fire Pete!!!! Quote Link to comment Share on other sites More sharing options...
Rich T Posted February 21, 2019 Share Posted February 21, 2019 (edited) I made a thing. (sorry about the music... please mute it) Edited February 21, 2019 by Rich T Quote Link to comment Share on other sites More sharing options...
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